add bitmask to createTexture viewer method
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@@ -106,9 +106,8 @@ class ThermionViewerFFI extends ThermionViewer {
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///
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///
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///
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///
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///
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///
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Future<RenderTarget> createRenderTarget(
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Future<RenderTarget> createRenderTarget(int width, int height,
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int width, int height, { int? colorTextureHandle,
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{int? colorTextureHandle, int? depthTextureHandle}) async {
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int? depthTextureHandle}) async {
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final renderTarget = await withPointerCallback<TRenderTarget>((cb) {
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final renderTarget = await withPointerCallback<TRenderTarget>((cb) {
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Viewer_createRenderTargetRenderThread(_viewer!, colorTextureHandle ?? 0,
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Viewer_createRenderTargetRenderThread(_viewer!, colorTextureHandle ?? 0,
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depthTextureHandle ?? 0, width, height, cb);
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depthTextureHandle ?? 0, width, height, cb);
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@@ -321,7 +320,7 @@ class ThermionViewerFFI extends ThermionViewer {
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final out = Uint8List(length);
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final out = Uint8List(length);
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await withVoidCallback((cb) {
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await withVoidCallback((cb) {
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Renderer_readPixelsRenderThread(
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Renderer_readPixelsRenderThread(
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renderer,
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renderer,
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view.view,
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view.view,
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renderTarget!.renderTarget,
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renderTarget!.renderTarget,
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TPixelDataFormat.PIXELDATAFORMAT_RGBA,
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TPixelDataFormat.PIXELDATAFORMAT_RGBA,
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@@ -1923,15 +1922,20 @@ class ThermionViewerFFI extends ThermionViewer {
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Future<Texture> createTexture(int width, int height,
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Future<Texture> createTexture(int width, int height,
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{int depth = 1,
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{int depth = 1,
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int levels = 1,
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int levels = 1,
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Set<TextureUsage> flags = const {TextureUsage.TEXTURE_USAGE_SAMPLEABLE},
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TextureSamplerType textureSamplerType = TextureSamplerType.SAMPLER_2D,
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TextureSamplerType textureSamplerType = TextureSamplerType.SAMPLER_2D,
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TextureFormat textureFormat = TextureFormat.RGBA16F}) async {
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TextureFormat textureFormat = TextureFormat.RGBA16F,
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int? importedTextureHandle}) async {
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var bitmask = flags.fold(0, (a, b) => a | b.index);
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final texturePtr = await withPointerCallback<TTexture>((cb) {
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final texturePtr = await withPointerCallback<TTexture>((cb) {
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Engine_buildTextureRenderThread(
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Texture_buildRenderThread(
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_engine!,
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_engine!,
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width,
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width,
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height,
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height,
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depth,
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depth,
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levels,
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levels,
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importedTextureHandle ?? 0,
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bitmask,
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TTextureSamplerType.values[textureSamplerType.index],
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TTextureSamplerType.values[textureSamplerType.index],
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TTextureFormat.values[textureFormat.index],
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TTextureFormat.values[textureFormat.index],
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cb);
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cb);
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